// This is a texture sampler.  It lets you sample textures!  The keyword
// "uniform" means constant - sort of.  The uniform variables are the same
// for all fragments in an object, but they can change in between objects.
uniform sampler2D particleTex;

// These are values that OpenGL interpoates for us.  Note that some of these
// are repeated from the fragment shader.  That's because they're passed
// across.
 
varying vec3 eyePosition;
varying float alpha;

void main() {

	vec3 color = texture2D(particleTex, gl_TexCoord[0].st).rgb;

	float texAlpha =  texture2D(particleTex, gl_TexCoord[0].st).a;


        
	// This actually writes to the frame buffer
	gl_FragColor = vec4(color, texAlpha*1.0);

}
